Skyscraper
Adventurer
There were quite a lot long before Shackled City and Age of Worms.
Yeah, it must be the presentation then

There were quite a lot long before Shackled City and Age of Worms.
With the upcoming Serpent's Skull, one of the big things we're going to explore is a relatively robust method of handling important allied NPCs and, eventually, rules for running competing expeditions into lost jungle cities.
Yeah, it must be the presentation then![]()
What must be? Popularity? They were incredibly popular at the time. And the novels were NYT bestsellers.
Yeah I read'em.
I was referring to what made the Paizo APs popular. Since my arguments about them being innovative were disappearing like ice under a hot sun, I was trying to fall back to another position in my unsuccessful attempts at what made them stand apart from what had made them different from the previous series of modules that didn't have the same look and feel.
Sky
Combination of a good business plan and good products. I'd probably argue that the former is more important when it comes to popularity - good products without a good business plan don't become popular, but bad products with a good business plan can do.
What I would like is a series of encounters that are strung together by the plot of the adventure, but leave it up to the players to come up with how to get there.
Over the last few sessions of my current campaign, the players discussed all sorts of valid options they coudl take in response to a potential goblin attack on the town and they had come up with 4-5 different options, plus some sub-options within those 4-5 for maybe 7-8 different things they could do.
However, no AP or module or single adventure (or DM) can anticipate everything, and the goblins are also much different foes depending on when and where the PCs meet them. So, I think having various events on a timeline (i.e., the goblins will march out of their lair on Day T+5, pause a day to add some ogre allies on Day T+7 at Location X, and then attack the town on Day T+10.) rather than at set encounter locations would be great. You can have a map of the goblin lair, Location X where they add their allies and (of course) the town.
I would not railroad them into actions a (attack ogre allies) and then b (ambush goblin leader at location X in hopes of dividing the force) and then c (finish off remaining goblins) if they decided they want to force the goblins into a siege attack on the town, or wanted to immediately ride out & attack the goblins in their lair.